The Fates Patron#

Your otherworldly patron is actually a trio of ancient beings: the coven of hags known as the Fates. The Fates weave the destinies of all gods and mortals in their magical loom, but whether they manipulate fate or merely record it is unknown. You have sworn yourself into the service of the Fates, and they sometimes reward you with glimpses into the future. However, you know that the Fates are utterly evil—whatever power that your pact affords you may pale in comparison to the ugly fate that they have likely prepared for you.

Level 3: Fates Spells#

The magic of the Fates ensures you always have certain spells ready; when you reach a Warlock level specified in the Fates Spells table, you thereafter always have the listed spells prepared.

Fates Spells
LevelSpells
3Detect Evil and Good, Identify, Levitate, See Invisibility
5Clairvoyance, Call Lightning
7Arcane Eye, Divination
9Planar Binding, Geas

Level 3: Fate’s Bidding#

At the end of a Short Rest or Long Rest, you can cast one Divination spell without expending a spell slot. The spell must be one that you know or have prepared, and you must provide any required material components.

When you cast a spell in this way, you gain Temporary Hit Points equal to your Warlock level.

illustrated quote
Bound to the coven known as the Fates, their powers peer into tomorrow's shadow, but they tread carefully; such gifts are woven with threads darker than night. —Chondrus, Priest of Lutheria

Level 3: Threadreader’s Insight#

When a creature that you can see within 60 feet casts a spell that requires a saving throw, you can take a Reaction to impose Disadvantage on one target of the spell’s saving throw.

You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a Long Rest.

Level 6: Fate’s Foretelling#

You can call on the Fates to foretell future events. When you finish a Short or Long Rest, roll 1d20 and record the number you rolled. You can replace any D20 Test made by you or a creature that you can see with this roll. You must choose to do so before the roll. This foretelling roll can be used only once.

If you have no foretelling rolls, then as a Magic action, you may expend a Pact Magic spell slot to make a new foretelling roll. When you finish a Short or Long Rest, you lose any unused foretelling rolls.

Level 10: Fate’s Demands#

The weight of your servitude grows heavy, and the burden only lessens when you help another creature meet its fate. The Fates reward your service by sharing their secrets with you.

Sever the Thread. When you reduce an Enemy to 0 Hit Points, you regain one expended Pact Magic spell slot, and you have the Fates Coven Spells prepared for 1 hour. Once you use this feature you cannot use it again until you finish a Short or Long Rest.

  • Fates Coven Spells: Bestow Curse, Counterspell, Identify, Lightning Bolt, Locate Object, Polymorph, Scrying

Level 14: Tangled Fate#

As a Magic Action, choose two creatures you can see within 60 feet. Each creature must make a Wisdom saving throw against your spell save DC with Disadvantage. If both fail their saving throws, the creatures are Threadbound for 1 minute.

While Threadbound, when one creature takes damage, the other takes the same amount of damage. The damage it takes is Psychic damage.

If a Threadbound creature ends its turn more than 30 feet from the other, both creatures take 3d10 Psychic damage.

Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot (no action required) to restore its use.

Full-page art, p.268
Full-page art — p.268